Wow, thanks, Karl! I really appreciate your continuing work on this elite specialization, and I appreciate even more the obvious evidence that you’ve taken our feedback into consideration. I’ve still got a few things that I would really like to see happen to finish everything out nicely, but first, a couple highlights:
- Reduced cooldown on the Virtues is exactly what we needed; could we please get this on Shield of Courage, as well? As the E-Spec’s only really defensive skill, a 75 second wait in between casts really just feels too long. Alternatively, maybe find a way to tie a shortened recharge into the use of something else — like each pulse from SoJ’s tether reduce SoC’s recharge by a couple seconds, or something.
- Wings of Resolve removes immobilize at start — oh thank goodness. It desperately needed that.
- SoC now blocks melee attacks as well — Yes!! Thank you so much!!
- LB 4 gets more, instead of less, burning and is fireable behind the character — again, thank you so much for listening!!
- Lower cast on traps — once again, fantastic; we needed this desperately. The long cast times were killing us. And I do have a number of recommendations for these (but they might require another post).
- Traits — these are far improved over what we previously had, and for that I am very grateful. There are still some out-of-place and/or weak ones, though, and I feel like we’re missing one or two that we really ought to have to fully finish the class, as it was intended/as we’d like it to be.
So, Suggestions for Improvement:
In General, what these amount to, is the plea that most of our skills be given some more interesting and powerful mechanics, rather than just bigger damage/healing numbers and smaller cooldowns. Yeah, everyone loves big numbers, but honestly it seems to me that those can always and easily be changed, but the main things that make a class fun to play are: Interesting mechanics/synergy (skills that do something, other than just damage/heal), and frequent access to those mechanics (skills that don’t have prohibitively long cooldowns).
- Longbow — I would really like to see:
- LB1 become a chain attack (to a single target, either with or without a small explosion radius or minor piercing) — even single shot --> Double Shot —> Triple Shot would be so much more interesting, useful, and thematically fitting than what we have.
- LB2 is actually fine, so long as it does enough damage to compensate for its root and cast time. Although, there’s always the possibility of modifying its functionality to deal a little less outright damage but, for instance, drop a small fire field underneath each struck enemy, or a damaging symbol, or something of that nature, just for the bonus mechanical interest.
- LB3 is where I would really love to see an update to make it the gloriously interesting, unique, and versatile skill it could be, and to really make use of its skill-shot functionality and intended diversity of purpose. I would really love for the projectile to move pretty quickly but leave behind a veil for a second or two that continues to block projectiles. This way, it could actually be fired at an opponent (and would effectively block their projectiles as intended), but it could also be much more effectively fired across the field of battle to protect an ally, or hinder a different enemy. It would also allow it to be useful even against strafing opponents, or while strafing, since one could fire it while moving to the opposite side of the veil. Bonus points for letting the veil be a static or light field.
- LB4 is great. Thanks again for the increased burning and projectile speed.
- LB5 is pretty great, too, although sometimes pretty difficult to land. Rather than improve that, I would actually love to see this have a flip skill that shadow-stepped/teleported the Guardian to the center of its AoE. That way, it could have an interesting dual function: Offense, if you caught opponents in it, or defensive kiting, if a powerful melee enemy outran it and reached you as you finished casting it. It also would offer an interesting choice between cancelling or finishing the ability even against an enemy that had already avoided it.
Virtues
Spear of Justice is still a little lackluster and pointless, honestly. Making it unblockable is an excellent and mechanically interesting choice, but right now, striking an opponent with it offers essentially nothing to either power or condition builds (compared to what you lose from the much stronger passive effect), and even traiting Big Game Hunter doesn’t really do enough to fix that. It would be nice if the burning its tether caused lasted longer, so that the damage over time could ramp up better the longer the tether held for, but it seems to me that the most thematically fitting and interesting way to fix this is to simply allow the spear to have a flip skill that pulls opponents, or, as an excellent alternative, let the spear taunt enemies it strikes. Even better (but probably too powerful), would be to implement both of these: taunt on impact, plus a flip skill that pulls. Or, since DH is a ranged spec, it could always function like “Point Blank Shot”, causing knockback on impact based on the target’s nearness (no KB past about 600 range, obviously) — and then flip over to a pull skill after a short CD (say, 5 seconds, to prevent too much chain control). This would fit the feeling of a huge, powerful spear impacting on an opponent and then tethering them to the Dragonhunter. Further, it would offer something unique, powerful, and interesting/useful on SoJ use for almost every style of play, and which would fit with both LB and Traps, as well as a great many other weapons. In this case, I am all for less damage and cooler/more powerful mechanics/control. It’s got a chain, after all; I would love to make some use of that for control. And the ability to push and pull enemies into traps or away from me would be awesome.
Wings of Resolve: It would really be perfect (and it seems fitting) if this could both remove immobilize and be a stun break at the start, while also evading during the animation. Lower the heal accordingly. I mean, sure, it’s great to have such a giant heal off of this, but I think that really we’d all much rather have some more utility and reliability on this skill (in a way that fits) than just a bigger heal. Could it maybe also be a Leap Finisher?
Shield of Courage I’m still hoping for a small AoE knockback on cast for this. Alternatively, causing the shield to proc a retaliatory attack on enemies whose attacks it blocks might also be interesting. Along with that AoE KB, it’d be great if activating it counted as a Blast Finisher. Finally, someone had written that the blocks from this shield actually register in-game as an “absorb” instead of a “block,” causing it to fail to proc any of our on-block traits (which seems to actually be an issue with a great number of our attack-stopping abilities). If this is the case, could you please devote whatever attention is necessary to fix this issue?
Traits
These have come a long way from what they first were, and I’m excited for most of the changes. There are a couple of really important things I would love to see happen, though, which are:
Zealot’s Aggression as the new GM Minor Trait, and Pure of Sight added to Heavy Light. In an elite specialization focused, among other things, on ranged/area control and announced as giving us access to cripple, it just seems a little silly that we would have to use a Major trait slot to actually have any sort of reliable cripple access. Also, as has been repeatedly discussed, Pure of Sight is just a weak and boring Minor trait. Could we please at least have the cripple on Justice passive portion of Zealot’s Aggression as the new GM Minor trait?
Then we could have a new Major trait, replacing Zealot’s Aggression in the Master tier, with this functionality: Inflict Bleeding when you strike a crippled foe. Deal more damage to crippled enemies. That way, our GM Minor will supply broad and reliable cripple access without being too powerful, and we will again have the promised access to bleeding that so many of us were looking forward to, rolled into a Master trait that is useful for both condition and power (as well as hybrid) builds.
Defender’s Dogma still seems entirely unfitting and out of place for the spec, as well as being really rather weak. Couldn’t we have something like, “Gain Swiftness when you activate a Virtue?” Or some other, more fitting functionality? Possibly, “Your Virtues recharge faster whenever you apply Cripple to an opponent?” Or… something else that fits?
Hunter’s Fortification, finally, really doesn’t need the damage reduction; so many attacks apply conditions so often that it’s very rarely going to be in effect, and, honestly, even if it were in effect all the time, a flat damage-reduction trait on an offensive e-spec seems sort of out of place. Could we please just move the condition cleanse portion of this to Bulwark, where it obviously fits and belongs, and replace it with some other, more fitting/powerful GM trait? Considering that the Daredevil — an elite spec focused on evades and having almost unlimited access to them — has a Master tier trait that removes a condition on evade (and considering the passive condition removal options other classes have — and even our own, on Pure of Voice), I really don’t think this would be overpowered. We really don’t have that much access to blocks, especially if we try to run a build without Focus. This trait is good, but it just feels far too weak and unfitting for the GM tier (and also Bulwark needs the help, anyway, since it’s far too weak and silly at the moment). In a Damage and Control focused E-Spec, we should be able to use our GM tier for one or both of those roles, not waste it on situational condition cleanse.
In place of Hunter’s Fortification (once the condi removal is rolled into Bulwark), I would really love to see a trap-focused GM trait — something like, “Gain swiftness and remove movement-impeding conditions when you place a trap. Gain quickness when a trap activates (1 sec. ICD).” This would match the play style of traps perfectly, and it would be a powerful option for trapper builds, allowing them the mobility and spike potential to make full use of their traps and unique play style, while still not giving them the powerful healing and support options of other utilities. However, if it’s impossible to implement a second trap-related trait, then something like the following would also be an interesting and powerful option: “Taunt nearby enemies and gain quickness when activating a Virtue.” Just imagine the possibilities, both defensive and offensive, with this! And, it would encourage the actual use of the Virtue Actives, something that currently is not really incentivised enough in the specialization.
Big Game Hunter: It’s true, this allows power builds to deal more damage to tethered enemies, but it’s really still a little bit weak (especially for condition builds or anyone relying on Zealot’s Aggression for cripple) for the trade-off. Also, we have a number of other ways to apply Vulnerability already — although this is also a powerful and fun option. Still, I think this trait could use a little work. I would love to see one or more of the following ideas implemented, and if the vulnerability on hit or something needs to be removed to balance it, then so be it.
- BGH could also simply allow the user to retain Justice’s passive after activation. This is the simplest and most obviously powerful option.
- BGH could cause the burning pulsed by the tether to double in either duration or frequency, allowing it to also be a powerful option for condition builds.
- BGH could cause each (or every other) pulse from the tether to steal a boon from the affected target (and give it to the Guardian, obviously — in a shortened duration, or smaller-stacks form, if necessary). This, I think, is by far the most interesting option, and it fits the idea of a vengeful hunter taking down big game by weakening them with a powerful magic spear on a magic chain. Plus, it would let the DH offer Guardians something unique that they currently have no access to: A way of dealing with enemy resistance/stability/etc., thereby making it a worthwhile trait and empowering both SoJ’s active and even traps/etc. (since if you strip the enemy’s stability, Dragon’s Maw is that much more powerful).
One final note, if you’ve made it this far: Could we please see some updated/reworked more exciting/flashy/Guardian-like animations and visual FX for the Longbow? Right now most of the animations and projectiles just feel rather less than inspiring and don’t really fit the “Light-Magic-Hunter-of-Giant-Powerful-Foes” theme that we’re supposed to have going on.
That’s all I’ve got time for right now, but I’m really looking forward to this Elite Specialization and the direction it’s heading. Thanks again for your time and receptivity to feedback, Karl (and everyone else working on this)! God bless!
[Edited for a couple minor things.]